Hi there,
I'm in the (very!) usual necessity of making new skins that are basically the same as another one...
So you'd wisely suggest to me "-Ok, just push that duplicate button down there and you're set!" But... no, not really enough. :p
Thing is, I'm using a huge amount of skin placeholders in the 'template' skin. And everyone of them contain a master mesh from whose all those new skins need to be linked.
So I thought at first that if you duplicated a skin that contained master meshes, those meshes would show as linked to the master mesh from the source skin... but no. They show as totally independent entities, not linked from anywhere.
That obviously won't do, as I'd very much prefer to be able to animate just once instead of a gazillion times. :think:
The only way I've found to have a different skin with its meshes actually linked is to create a new skin, make linked meshes for each of the master meshes, switch to the new skin and drag those linked meshes to every skin placeholder.
To simply say that this is time consuming would be a huge understatement... If this is the only way to achieve this goal, them please kill me now so I can go on to my next life as a cockroach and have a happier life. 😢
So... I'm afraid to ask but... is this possible? If the only way to do this is by edit some text file I'd happily (not really but...) do that!
Thanks for reading.
Update:
I've opened an exported project JSON file and saw this...:
Yeah, DGreen is indeed a skin I made manually from Green skin.
And this is what it seems to be like a correct linked mesh...:
Not complex at all, yup... Problem is, if I need to substitute every block of code for every body part in my duplicated skins... well, that'll be as time consuming as doing it with the interface, if not more. And I lack programming skills to make a parser of this kind.
So I'm still pretty teary eyed and sad... :think: